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Armour and its attachements can now alter the fire damage received by setting a value in the <sFireResistance>-tag. This is affected by item status.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8664 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+8
-1
@@ -296,7 +296,8 @@ itemStartElementHandle(void *userData, const XML_Char *name, const XML_Char **at
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strcmp(name, "usRiotShieldStrength" ) == 0 ||
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strcmp(name, "usRiotShieldGraphic" ) == 0 ||
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strcmp(name, "bloodbag" ) == 0 ||
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strcmp(name, "emptybloodbag" ) == 0))
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strcmp(name, "emptybloodbag" ) == 0 ||
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strcmp(name, "sFireResistance" ) == 0))
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{
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pData->curElement = ELEMENT_PROPERTY;
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//DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("itemStartElementHandle: going into element, name = %s",name) );
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@@ -1533,6 +1534,11 @@ itemEndElementHandle(void *userData, const XML_Char *name)
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if ( (BOOLEAN)atol( pData->szCharData ) )
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pData->curItem.usItemFlag |= EMPTY_BLOOD_BAG;
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}
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else if ( strcmp( name, "sFireResistance" ) == 0 )
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{
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pData->curElement = ELEMENT;
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pData->curItem.sFireResistance = min( 100, (INT16)atol( pData->szCharData ) );
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}
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--pData->maxReadDepth;
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}
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@@ -2173,6 +2179,7 @@ BOOLEAN WriteItemStats()
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FilePrintf(hFile,"\t\t<usRiotShieldStrength>%d</usRiotShieldStrength>\r\n", Item[cnt].usRiotShieldStrength );
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FilePrintf(hFile,"\t\t<usRiotShieldGraphic>%d</usRiotShieldGraphic>\r\n", Item[cnt].usRiotShieldGraphic );
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FilePrintf(hFile,"\t\t<sFireResistance>%d</sFireResistance>\r\n", Item[cnt].sFireResistance );
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FilePrintf(hFile,"\t</ITEM>\r\n");
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}
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